Metabolism/Hunger Slider (Personal Belief)

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Metabolism/Hunger Slider (Personal Belief)

Postby VowOfSilence » Sun Aug 08, 2010 9:00 pm

When the hunger change was made, there was some discussion about a Metabolism Slider in the announcement thread.
The discussion died down meanwhiile, so i wanted to bring it up once again.


One way the Metabolism effect could work is similar to a table. But the effects don't stack, what counts is the lower value.
It could also be a secondary effect of another Slider, like barbarism/civilization.

Full Passive:
Hunger modifier 100%
FEP bonus +0%

Center:
Hunger modifier 75%
FEP bonus +5%

Full Active:
Hunger modifier 50%
FEP bonus +10%


Any other ideas? There are probably better ways to make this work.
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Re: Metabolism/Hunger Slider (Personal Belief)

Postby Pacho » Sun Aug 08, 2010 11:58 pm

People have no issue gathering massive amounts of food, this would only end in everyone going full active to get as many FEP as they can.
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Re: Metabolism/Hunger Slider (Personal Belief)

Postby sabinati » Mon Aug 09, 2010 12:27 am

there's no need for that anymore. want hunger? just eat stuff. want fep? feast.
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Re: Metabolism/Hunger Slider (Personal Belief)

Postby Sarge » Mon Aug 09, 2010 12:32 am

factnfiction101 wrote:^I agree with this guy.
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Re: Metabolism/Hunger Slider (Personal Belief)

Postby DatOneGuy » Mon Aug 09, 2010 2:08 am

While I do agree with sab this is already taken care of,
Jackard wrote:If devs were to add something like this, it might be more appropriate to just merge it with Tradition slider.


This would be neat.
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Re: Metabolism/Hunger Slider (Personal Belief)

Postby VowOfSilence » Mon Aug 09, 2010 11:49 pm

sabinati wrote:there's no need for that anymore. want hunger? just eat stuff. want fep? feast.


Yup - but I'm starting to miss the old times a little. When I started playing the game, there was this sense of urgency and fighting for survival, at least in the beginning. Newbies were actually glad if someone gave them some bread.

Granted, once you got your production up and running, getting food all the time had to be pretty annoying for advanced players.
But these days, the game is basically forcing you into super-easy-mode. No amount of mis-management, failed planning and slacking off can possibly kill you. The only danger left is other players. And if you don't have any enemies, you spend your days participating in an arms race against an imaginary foe who may or may not invade your town one day.

I know I'm probably a minority here, but i never liked the idea of simply lowering hunger across the board instead of offering alteratives to advanced players.


TLDR: Game needs more challenge, death & drama that's not caused by asshats bullying people for fun.


Pacho wrote:People have no issue gathering massive amounts of food, this would only end in everyone going full active to get as many FEP as they can.


That's why i suggested that the effect doesn't stack with tables. Once you get a high-end table, there's no real benefit to full active anymore.
But until then, you can decide to increase the risk a little for more FEP.
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Re: Metabolism/Hunger Slider (Personal Belief)

Postby Danno » Tue Aug 10, 2010 5:30 am

VowOfSilence wrote:The only danger left is other players. And if you don't have any enemies, you spend your days participating in an arms race against an imaginary foe who may or may not invade your town one day.

lolirl. I've only been playing a month, but that's so true.
My associate who introduced me to this game had me join someone else's settlement with him and then decided we should flee. So, I fled with him, and those were some really trying times. Our starter bread was as precious to us as our own lives. We tried to establish some sort of settlement, but we had no crops, no food, no skills, nothing. He did swipe a few seeds, so we desperately waited for those couple of wheat crops and pumpkins to grow, hoping we'd have some rations. We came quite near dying, but my associate managed to catch some rats and rabbits for us to eat, though he was eager to separate his own supply and cut me off, I suppose. I was busy building a shifty fence to prevent boars from killing us in our own camp, so I didn't have time to get my own food; I had to pilfer some of his while he was out. Forget about LP and high quality items, we just needed to survive!

But now I'm very much set for life. I've got tons of food, far more than I can eat. I have just about every skill; I'm just missing the real criminal ones and swimming. I've accumulated 1,059,813 total LP and I'm pretty much in no danger at all. It's all about quality and stats now. A little more risk for settled players could liven things up a little.
RIP
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Re: Metabolism/Hunger Slider (Personal Belief)

Postby Euphenics » Wed Aug 11, 2010 4:30 am

Perhaps there should be a Gourmet/Gourmand (or Glutton) slider. Gourmets gain more FEPs from each dish while Gourmands can pack away more.
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Re: Metabolism/Hunger Slider (Personal Belief)

Postby Blxz » Thu Aug 12, 2010 5:44 am

Euphenics wrote:Perhaps there should be a Gourmet/Gourmand (or Glutton) slider. Gourmets gain more FEPs from each dish while Gourmands can pack away more.


Irrelevant. Either they would be balanced in that each way equals the same amount of fep over time in which case it doesn't really matter OR one would equal a greater amount of fep in the long term (as if being able to eat more than the fep bonus, etc.) in which case everyone would just choose the same slider and we would have just another useless slider.
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Re: Metabolism/Hunger Slider (Personal Belief)

Postby VowOfSilence » Sat Aug 14, 2010 2:14 pm

The problem is actually also related to nature/industry and the general lack of metal.

Everyone who doesn't have a mine goes full nature and gets tons of additional food. If there was bog iron requiring industry, that might balance things out a little.
If mining required an intermediate/advanced character with some stats, it wouldn't hurt either. Maybe even make industry have an effect on smithing?
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